- Writing Levels
- Adaptable
- Preferred Character Gender
- Male
- Genres
- Fantasy, Sci-Fi, Magical.
This RP has been laid to rest.
Legends of Cerdryn
(Currently revising almost everything to clean it up and make it more presentable)
Cerdryn is a vast world and on edge. A century ago a devastating war spread across the lands by an unknown enemy who wielded magic to an impossible degree, heralded by a strange magical storm that wracked most of known Cerdryn with multi colored lightning that would change Cerdryn in subtle ways. The vast army of unknown spellcasters invaded various corners of both Kryst and Vestien, destroying minor settlements and clashed against the cities of the world, from the walled city of Badele to the forest home of the elves in Kravos. For 13 years these attackers have been relentless and were on the verge of completely breaching through Badele when they inexplicably became weak and retreated with no sign of why. A 121 years later the world is still shaken and scarred from the 13 year long devastation and the world is still on edge and no clear evidence of who was responsible.
Many pointed fingers at each other at the end of the devastation with some suspicion going over to the people of Maenora as those responsible were suspected of originating within the nation while others suspected Besserad due to the lack of attacks that they suffered compared to others. No clear evidence came to light however and suspicions could not be acted upon.
There were small skirmishes between Maenora and Besserad, their age old rivals and their relations has only gotten worse but only just avoided a full scale war as the skirmishes were determined to be the acts of radicals on both sides and quelled. Some suspect however that once more Maenora and Besserad will come to blows that will lead Vestien to another large scale war and drag Kryst along with it.
The world has changed much since the end of the terrible tempest that plagued it. Advancement in fire dust has given the world more fire power of non magical origin. Creatures have changed to become more terrible yet others changing to become more intelligent. Those that can tap into magic still feel it changed with certain spells resonating quite differently than it did prior to the war.
Plot Progress.
A group of prisoners of pirates were marooned during the start of the great tempest and find themselves, unknowingly, in modern day. They are stranded at the coast of Kravos, some leagues away from the borders of Trestan and are making their way north to find civilization with limited supplies.
Legends of Cerdryn
(Currently revising almost everything to clean it up and make it more presentable)
Cerdryn is a vast world and on edge. A century ago a devastating war spread across the lands by an unknown enemy who wielded magic to an impossible degree, heralded by a strange magical storm that wracked most of known Cerdryn with multi colored lightning that would change Cerdryn in subtle ways. The vast army of unknown spellcasters invaded various corners of both Kryst and Vestien, destroying minor settlements and clashed against the cities of the world, from the walled city of Badele to the forest home of the elves in Kravos. For 13 years these attackers have been relentless and were on the verge of completely breaching through Badele when they inexplicably became weak and retreated with no sign of why. A 121 years later the world is still shaken and scarred from the 13 year long devastation and the world is still on edge and no clear evidence of who was responsible.
Many pointed fingers at each other at the end of the devastation with some suspicion going over to the people of Maenora as those responsible were suspected of originating within the nation while others suspected Besserad due to the lack of attacks that they suffered compared to others. No clear evidence came to light however and suspicions could not be acted upon.
There were small skirmishes between Maenora and Besserad, their age old rivals and their relations has only gotten worse but only just avoided a full scale war as the skirmishes were determined to be the acts of radicals on both sides and quelled. Some suspect however that once more Maenora and Besserad will come to blows that will lead Vestien to another large scale war and drag Kryst along with it.
The world has changed much since the end of the terrible tempest that plagued it. Advancement in fire dust has given the world more fire power of non magical origin. Creatures have changed to become more terrible yet others changing to become more intelligent. Those that can tap into magic still feel it changed with certain spells resonating quite differently than it did prior to the war.
Plot Progress.
A group of prisoners of pirates were marooned during the start of the great tempest and find themselves, unknowingly, in modern day. They are stranded at the coast of Kravos, some leagues away from the borders of Trestan and are making their way north to find civilization with limited supplies.
Playable Races
-
Humans at first glance aren't really special. They are everywhere and don't hold that much power seeing how divided they are. What they are however is diverse and everywhere. They seem to be able to make themselves far more different from each other than they are from other races. They hold the largest numbers small settlements being so spread out and have the most diverse of cultures compared to the other races. They are however also the most warlike towards themselves. Usual prejudices towards humans are Children and Immature but positive description of them have been "endearing" and, in a good way, stubborn.
Tenian humans are often fair of skin and light of hair with common eye color being green and blue. People of Tenia tend to be tall and wide of shoulders.
People of Anaemos tend to be fair skinned though not as light as Tenian with common hair color being light brown and blonde while the most common eye color is grey. They don't have a significant height or broadness to them though.
Trestan humans are often tan of skin and brown of eyes and dark hair favors them. They are aren't quite as tall as those of Tenia, on average, but the height difference isn't significant, similar to Anaemos.
Besserad humans on the other hand have very dark skin and black hair is very common to see. Their eyes tend to be dark grey, darker than someone from Anaemos. They are slightly shorter than the people of Tenia though but often just as broad.
[tab=Dwarves]
Lore
(Will be expanded and/or in the future as plot progresses
Magic
(Will be expanded and/or in the future as plot progresses
Magic
Since time in memorial, three dragons of the aether kept the realms of existence in harmony. The Golden Dragon, Dar'nu watched over the material realms and the passages that connected each realm. His scales were brighter than any gold in any realm with eyes like the clearest sapphire. His brother, Mu'ardu, however kept watch over the Nexus and it's denizens. His scales were like a star filled night sky and his eyes were that of rubies like no other. Their eldest brother, Nariloth, a dragon with prismatic scales and blind eyes that see all, kept the balance and the realms open to one another. As the time past by the great Aether Dragons, the energies of the Nexus began to influence the great black dragon of aether, twisting his sanity. His scales went from a beautiful star filled night sky to the blackest void, his eyes burning with wild madness.
He waged war on his golden scaled brother, twisting the Nexus into a mad maelstrom and placing the rest of the realms in grave danger. With the help of the third brother, Mu'ardu was finally cast into the center of the maelstrom and the passages between the realms closed so that the Mad Dragon may never seek a foothold upon the material world. Creatures of the Nexus further twist the Aether Dragon's mind while they themselves try to seek an opening to the other realms.
-/ From the Codex of the Aether /-
Some inhabitants of Cedryn are gifted with Rift-Tearing within themselves. The gift involves tearing a rift within their being to the Maelstrom and allow the energies to flow into them and manipulate them into spells. However, each Rift making holds a risk of catching the attention of wraiths of the Maelstrom. Each person can feel the presence of the wraiths as they approach their rifts as a feeling similar to an arctic ghost going through them and over their graves or something similar. Students of the art of magic learn to keep their rifts relatively small yet let more magic flow into them.
Enchantment magic is one of the most difficult school of magic to master. Trapping magical energies into an object for an indefinite amount of time requires a large amount of concentration and minimal distraction that enchanted weaponry is done in a group of magi and only for weapons intended for people either of great worth or very deep pockets and influence. A failed enchantment spell, in best case scenario, nothing happens to the item. Worst case scenario, the item crumbles to bits.
A very dangerous form of enchantment magic is Body Enchantments. These are only attempted by the most confident of enchanters to those only either desperate enough or crazy enough to attempt them. Body Enchantments also only work on those not gifted with Rift making as it's surmised that the tiny rift that is seemingly always open within the person siphons the magic required for the enchantment into the maelstrom where. Body enchantment is also cursed with a high failure rate when not done correctly as it's theorized that the body is always changing in every moment, constantly animate unlike inanimate objects. Failure is not a pleasant option in Body Enchantments as it's either succeed or the patient dies horribly.
Most often people end up just as dabblers or are just self taught. No self taught person would be able to match a taught and experienced spellcaster in his skills with spells. Competent self taught spellcasters are able to cast cantrips very easily.
Notable Kingdoms and Settlements
Hel Thoram is the home hold of the dwarven race according to legends. Hel Thoram resides in the Helfast mountains and only a few leagues from the largest lake in Kryst. The kingdom of Hel Thoram leads good way into the Helfast mountains and has multiple levels up and down the mountain interior and boasts one of the hottest forges in the realms outside of dragon's fire. The city itself also spills out of the mountain and around the base near the massive gates. Away from the city is a harbor town that is the main supply of fishing goods for the great dwarven hold.
Helfast being known for it's vast mountain ranges and for it's massive lake, it's considered dwarven land though there are human settlements all around the lake where they fish. No human king rules over Helfast though.
Hel Thoram is the possibly the largest contender in the metal trade and supplies the people of Tenia and Sulstan with it's goods. The interior of the city is quite the sight. The houses seem to be carved from the very walls of the vast mountain and leads deep within into the dwarven mines and forges. Another, smaller gates is on the east side of the mountain where they may engage trade with Tenia far more easily.
Helfast being known for it's vast mountain ranges and for it's massive lake, it's considered dwarven land though there are human settlements all around the lake where they fish. No human king rules over Helfast though.
Hel Thoram is the possibly the largest contender in the metal trade and supplies the people of Tenia and Sulstan with it's goods. The interior of the city is quite the sight. The houses seem to be carved from the very walls of the vast mountain and leads deep within into the dwarven mines and forges. Another, smaller gates is on the east side of the mountain where they may engage trade with Tenia far more easily.
Gul Maldir is the home of the former Hel Thoram exiles during the Dwarven Sundering over a thousand years ago. The exiles went south, intending to go to the Great Border between Kryst and Vestien, to the nation of Trestan, but just north of it they found Mountains where they decided to settle in. There was much infighting between the clans as they tried to keep the old ways of a King and/or Queen to guide the people but no quarter was given as different clans built their own city. More fighting for control resolved with all the cities united together to form the Dwarven Hold of Gul Maldir. The people made their mark on the world with the discovery of Firedust within the mountains and used the exploding powder to mine more and faster, lending more building material than most others in Kryst with quality stone and architects. They especially did business with the elves of the western forests of Kryst and the elves in turn taught them better farming. Maldiri dwarves are the most travel prone dwarves and still the animosity between them and the Thoramir dwarves stands the test of time still and is sometimes the spark of a drunken brawl.
Trestan is also ruled by a human kingdom of Islefield close to the border between Trestan and Helfast. It's relationship with Hel Thoram greatly decreased when they gave the exile dwarves sanctuary but with time it made up for the lack of trade with them as the exiles formed Gul Maldir. Islefield is one of the cities heavy with dwarven and human coexistence as their relation with Gul Maldir is very intimate and Maldiri dwarven is spoken by it's citizens as a second language, if not primary by some.
Trestan is also ruled by a human kingdom of Islefield close to the border between Trestan and Helfast. It's relationship with Hel Thoram greatly decreased when they gave the exile dwarves sanctuary but with time it made up for the lack of trade with them as the exiles formed Gul Maldir. Islefield is one of the cities heavy with dwarven and human coexistence as their relation with Gul Maldir is very intimate and Maldiri dwarven is spoken by it's citizens as a second language, if not primary by some.
Sulstan is the nation north of Kryst and a fairly humble nation and has the highest number of farming settlements when compared to most others and actually is a big support to a nation like Helfast when it comes to food produce. It may not have much variety on fruits or meats but prides itself with the sear amount of produce it brings to other nation. It quickly gained the allegiance of Tenia and Helfast.
Sulstan's capitol is called Elkmire and, like it's surrounding settlement, is often described as humble except for it's castle. It's castle is actually a massive keep with very impressive fortifications. It's impressive walls surround the capitol and with heavy support from Helfast and Tenia they are guarded by well trained soldiers and cannoneers.
Sulstan's capitol is called Elkmire and, like it's surrounding settlement, is often described as humble except for it's castle. It's castle is actually a massive keep with very impressive fortifications. It's impressive walls surround the capitol and with heavy support from Helfast and Tenia they are guarded by well trained soldiers and cannoneers.
Tenia is arguably the most impressive of the human focused nations. It's kingdom, Windemere, is located near Dragoneye Lake and the surrounding towns and villages boast the most active sea trade of all other nations, even more than Maenora, mostly due to the fact that the towns and settlements of Tenia are easily reachable to each other by boat than on foot. The Maw, as it's known for short, has easily the one of the most impressive naval fleet in Cerdryn rivaled only by Badele but makes up for it with it's alliance with the kingdom in Aneamos and a direct line to the high quality metal of Helfast. The palace of Windemere is called Dragonspire Palace, one of the grandest single structure in Cerdryn and easily takes it's place with the walls of Badele as one of the impressive structues of Cerdryn. Once a cathedral devoted to the Aether Dragon, Dar'nu, the palace is filled with depictions of dragons which isn't surprising where the city is located. Tenia boasts the largest following of devoted followers of Dar'nu, praying to him directly as the chiefest of all deities other than his prismatic brother, Nariloth, while the dark brother, Muardu, is cursed.
In the western provinces of Kryst is the most heavily forested nation of the two continents. That nation is called Kravos and is the home nation of the Elves. The Capitol of Kravos is the city of Aldren, named after the most famous king of the elves who lived for over a thousand years. The city is located just north of the large cove that separates Kravos to the lands of Gul Maldir. There are smaller provinces in Kravos that are controlled by separate Lords and all of them answer to the King or Queen of Aldren.
The forest is laden with rivers of various width and depth and the city of Aldren is blessed with the largest river going through it's city, using it to get certain boats out to the western seas.
There are towns and villages too and those tend to keep themselves closer to the outskirts of the forest itself but Aldren is deeply entrenched. Outside forces that wish to approach by land need to go through it's forests which are crawling with fierce beasts such as barghests. By water they have only one entry way and can be ambushed by hidden cannon and mortar locations along the shores.
The forest is laden with rivers of various width and depth and the city of Aldren is blessed with the largest river going through it's city, using it to get certain boats out to the western seas.
There are towns and villages too and those tend to keep themselves closer to the outskirts of the forest itself but Aldren is deeply entrenched. Outside forces that wish to approach by land need to go through it's forests which are crawling with fierce beasts such as barghests. By water they have only one entry way and can be ambushed by hidden cannon and mortar locations along the shores.
The home nation of the Sylphs though they tend to keep themselves to their military capitol on the mountaintops, the capitols in question being Ouranpolis and Kataiyida near the western borders of the nation and who boasts the perfect natural defense against invaders due to the their high altitude . The nearest non Sylph kingdom is the kingdom of Solice which is located in the northern shore and does lot of it's trade with the nation of Tenia, also known as the Dragon's Maw, and with Helfast.
Anaemos's biggest trade on the human side is their fishing. A lot of good fishing locations can be found in it's territory and adequate whaling spots as well. Their settlements tend to mirror that of their sylph neighbors and favor high ground. Not mountains exactly but large hills and there for their internal roads and streets are at a slight tilt.
Anaemos's biggest trade on the human side is their fishing. A lot of good fishing locations can be found in it's territory and adequate whaling spots as well. Their settlements tend to mirror that of their sylph neighbors and favor high ground. Not mountains exactly but large hills and there for their internal roads and streets are at a slight tilt.
The Anoth Wastes are separated from Kryst by the longest mountain line in the world. Only small roads through the mountains allow travelers to reach the Anoth Wastes. Anoth is a massive land of tundra and frozen wasteland. Men who live in this land are split into tribes. Not much trade goes through this land though a good deal of the lost nation of Fey reaches it.
Although actually part of the continent of Kryst, the Anoth Wastes are often seen as it's own land due to the long mountain reaches that separate them.
Anoth Wastes seem to be mostly inhabited with humans as it's main sapient race and they tend to be fierce warriors. They are tall and fair haired and tend to be well muscled due to the harshness of the wastes which are also the home of dangers. Though these are few and mostly at the coasts. Who knows what lies further in this mysterious and hostile land?
Reason why the Anoth wastes aren't as traversed on foot than on ship is because of the dangerous roads that lead to the vast nation and the Anoth Mountains are the often the most popular breeding ground for wyverns.
Those who venture to the safest land road into the Anoth may be able to see massive spire mountains in the distance to the north west. No one who has gone there has come back to give a report on what it truly is but rumors say that they might actually be structures, massive towers of a grand frozen palace.
Although actually part of the continent of Kryst, the Anoth Wastes are often seen as it's own land due to the long mountain reaches that separate them.
Anoth Wastes seem to be mostly inhabited with humans as it's main sapient race and they tend to be fierce warriors. They are tall and fair haired and tend to be well muscled due to the harshness of the wastes which are also the home of dangers. Though these are few and mostly at the coasts. Who knows what lies further in this mysterious and hostile land?
Reason why the Anoth wastes aren't as traversed on foot than on ship is because of the dangerous roads that lead to the vast nation and the Anoth Mountains are the often the most popular breeding ground for wyverns.
Those who venture to the safest land road into the Anoth may be able to see massive spire mountains in the distance to the north west. No one who has gone there has come back to give a report on what it truly is but rumors say that they might actually be structures, massive towers of a grand frozen palace.
The homeland of the booreans and one of the more odd places in Cerdryn that have been discovered. It's not often traveled since it's recent discovery and very few of Reidan's inhabitants travel to Cerdryn's other lands. With random weather patterns and strange flora and fauna. It's mysteries are yet to be fully discovered.
Maenora is said to be the home nation of the Altinian race and it's most impressive settlement is that of Badele and it's vast walls. Arguably the most fortified city in all of Cerdryn with it's very impressive wall structure and strategic placement. Located at the northern corner coast of the narrow sea river in Maenora before being expanded to the southern side as well it boasts the most impressive navy under a single nation as the invention of cannons pushed their hold of power immensely with the help of the Border. Most of Maenoran settlements other than the capitol however are mostly located at the coasts to either the sea proper or, more numerously, along the sea river.
The birth nation of the elves and their ancestors but lost to all. It's shrouded in mystery as half the nation is heavy with unknown power that drives people away. Ships avoid going to it and only the most devoted of pilgrims and adventurers dare to challenge it's enigmatic shroud. It's said that the ancient ancestors of the elves lost themselves in their hubris and caused the fall of their own nations. Due to the fact that clearly no one has firmly explored the lost home of the elves enough to set a firm theory, the leading speculation why the nation is uninhabitable now is that the leading magi might have performed some sort of ascension ritual for their emperor to rule over all of Kryst but payed the price for their hubris. Now their land is unexplored and avoided by all. What land that wasn't part of the Fey empire became the now Kravos where the most heavily elven population resides and Trestan where now Gul Maldiri dwarves hold their lands.
Attempts have been made to conquer the lands and set up settlement by the people of Sulstan but paranoia and visions plagued the people and after a year of an actual brutal civil war caused them to once again go home to Sulstan.
Attempts have been made to conquer the lands and set up settlement by the people of Sulstan but paranoia and visions plagued the people and after a year of an actual brutal civil war caused them to once again go home to Sulstan.
One of the largest human focused nations in known Cerdryn, the humans of Besserad are defined by their skintone which tends to be tanned or even very dark and the nation is rich with a history of slaving and lucrative trade power of the western coasts. The Besserad Sovereignty was once on the reach to becoming an empire with it's hold on the Border, Xanto, Maenora and Trestan as well as the Cloven Isle. Due to instablitiy in it's on sovereignty and retaliation from slave uprisings, the Besserad Sovereignty lost alot of territory after setting a more benevolent heir to the throne as well as the release of a massive amount of slaves. Although their slaver trade is not as extensive as it was, it is rather prominent in the Cloven Isle, The Great Border and Xanto Coast.
Basserad has a rich history of slave trade in the past and although they have not invaded other nations for such, they are not shy of this fact. Slaves may be bought and sold within Basserad.
Basserad has a rich history of slave trade in the past and although they have not invaded other nations for such, they are not shy of this fact. Slaves may be bought and sold within Basserad.
A mostly empty desert with little to no fertile ground, the Janbu desert resides between Maenora and the Xanto coast. Leagues upon leagues of burning golden sand with no water in sight, the land is avoided by almost all except for the coasts of the desert. It's plagued with a massive amount of Wyrms, a species of dragon like serpents and deadly to all who travel over the Janbu sands and other predators.
There are some who live there though but only at the edges and brave hunters trek through it to hunt down the Wyrms for their precious hides used for tough leather items and meat for the royal halls.
After the great tempest the Janbu has been showing more oases than in recent history.
There are some who live there though but only at the edges and brave hunters trek through it to hunt down the Wyrms for their precious hides used for tough leather items and meat for the royal halls.
After the great tempest the Janbu has been showing more oases than in recent history.
Xanto coast is the southern most nation of Vestien and rather secluded. It was once a part of the Besserad Sovereignty but has grown independent. It's rocky wastes make it ideal for trade in building material to nations such as Besserad and Maenora and it's people tend to be great builders in general, building impressive homes and walls in relatively short time. The more proud and arrogant of the Xanto people say that their land is the home of architecture but it's a gross overestimation though Xanto Coast has given the world rather impressive architects, some of which took part in the construction of the Badele Wall.
The coast is technically named after it's capitol, Xanto, which has quite grown since the power loss of the sovereignty. It is however extremely dependent on outside trade.
The coast is technically named after it's capitol, Xanto, which has quite grown since the power loss of the sovereignty. It is however extremely dependent on outside trade.
Speculations are that Vestein, Kryst and Reidan are not the only landmasses on Cerdryn although that is just speculations. No one has explored beyond the Wysh Expanse nor the Habon Sea beyond Reidan. No contact has been made from beyond those seas either so all evidence of a land are only rumors and speculations. They might not even exists. A good reason why no one has done much exploring beyond the seas is because if the storms and tempests that are prone to rise out of nowhere. No one knows why if it's magical or strange natural phenomenon.
Notable Technology not related to magic
The lands of Cedryn mostly relied on steel and swords yet the development of firedust took over the attention of many. It was first used for construction work and mining, to access even more ore before someone had the bright idea of using it to force metal balls out of metal tubes. The lead developers of Firedust are dwarves of the dwarven hold Gul Maldir yet the one who had the bright idea of using it to launch projectiles was a half-dwarf from Sulstan known as Haskil Bronson (Though everyone writes his name as Bronze Son) who was an inventor of sorts and was deeply fascinated with the use of the firedust. He worked for the lead developers of the dust and he noticed rather prominently how much debris was launched due to the explosive nature of the dust when ignited. With a team of his own, he tried the theory of redirecting the debris first as a means to prevent further injury to miners. Through his experiments he saw the destructive power of the launched debris and with time let the debris be lead by narrower and narrower contraptions which ended being tubes. After many explosions, deafened scientists, some catastrophic injury to peons and at least one blinded, they invented the first cannon. It started first as a sort of scatter gun using rocks as ammo and shoot the shrapnel at the enemy but was quickly developed to shoot metal and even more quickly after that, large metal balls.The invention quickly caught the attention of a certain commadore figured that these heavy iron cannons might serve better on a ship than on land for moving armies. The commadore was from a fleet from the Border and was still in conflict with Berresad which more claims to the throne was causing trouble in Vestien. With the help of the dwarves of Gul Maldir and the Border Navy they managed to quell down the conflict a bit which proved the effectiveness of the cannons who then took the world by storm and were also an essential part of the rise of Badele and it's legendary fleet.
Factions & Organizations
Coming soon. Ideas are welcomed.
Coming soon. Ideas are welcomed.
Notable Languages
A language that has essentially become universal and become the first language of minor settlements is simply called Trade Common or just Common for short. A language created by traders around the world for easier communication. It was mostly used by crews of trade ships and those who dealt with them but it became more and more wide spread as caravans picked up the language that it's now nearly impossible to find a settlement in The Great Border or even Kryst without a group of Common speakers.
Most humans on Kryst speak a tongue which has been named Aluin. Each nation has it's own little variation on the language but know one and you got basic understanding of the others.
There are two forms of Dwarvish as Hel Thoram and Gul Maldir have different dialect but they are rather similar in towards each other. Both have similar writing and one fluent in one may understand brokenly the other dialect. It's not hard for those fluent in one form of dwarvish to study the other due to their similarities. Gul Maldir Dialect is called Maldiran Dwarvish and Hel Thoram is called Thoramir Dwarvish. Both were once a single language but split up during the great Dwarven Sunder.
The elven people only have a single form of dialect and, like their handwriting, their speech is flowing as well as melodic to the ear. Elven bards and minstrels are very popular in high court in that regard.
Notable Species
Dragonkin are three different species of creatures rumored to be the close relatives or even spawns of dragons.
Drakes are among the most common as they are quadrupedal creature with many other breeds that come in the size of a large hound to work horse sized. Most breeds tend to enjoy warmer climates so most of them are found Berresad, Maenora, the Great Border and Trestan. They are rather aggressive creatures but skilled beast tamers manage to tame them to serve as guard animals or even mounts to expert riders. Although great mounts, they tend to prefer independence so the rider himself must also condition himself to the beast as much as the beast must be conditioned to the rider. Due to the amount of time needed to fully train beast and rider, they are often considered impractical for common use and not to mention the expense needed to feed such a beast.
Wyrms are another species of dragonkin and have several different breeds, the most known of which being the desert wyrms mostly found in the Janbu Desert. Extremely dangerous beasts, they have been the bane of caravans and travelers for many centuries. The bravest and smartest of hunters are often hired to hunt down wyrms for their hide and meat as both are a valued commodity for leather workers and royal kitchens. The desert wyrm is the only sort of wyrm that has short legs to tunnel through the sand while it's cousins, the swamp and sea wyrm are more similar to serpents. The swamp wyrm are usually found in the south west coast of Anaemora, the North East coast of the Border and around the Criss islands. Sea wyrms are reported to only be found in the Habon Sea and the largest reported had sunk down a galleon with ease though such reports are rare and legendary. Though the Sea wyrm breed is often far larger than it's two cousins with the swamp breed growing about 6 meters in length at most and the desert wyrm at 9 at the largest.
Wyverns are by far the most dangerous of all the dragonkin. They are also the only ones, aside from sea wyrms, to prefer colder climates and most breeds tend to nest at the Anoth Mountains but have also been seen on the Helfast Mountains and caused troubles for the sylphs in Aneamora. Wyverns are bipedal creatures with massive wings and possess dangerous claws and fangs. The largest wyvern ever seen was 15 meters in length from head to tail with a wingspan of 20 meters. The largest ever been told was said to be able to tear down a castle but that is only in legend. Beast tamers brave or stupid enough try their skills at taming these beasts but due to their ferocity and strength they are ill suitable for taming. There have been exception and legends and songs about brave heroes saving nations from an attacking foe upon the backs of wyverns are very popular to children and those seeking glory and adventure.
A language that has essentially become universal and become the first language of minor settlements is simply called Trade Common or just Common for short. A language created by traders around the world for easier communication. It was mostly used by crews of trade ships and those who dealt with them but it became more and more wide spread as caravans picked up the language that it's now nearly impossible to find a settlement in The Great Border or even Kryst without a group of Common speakers.
Most humans on Kryst speak a tongue which has been named Aluin. Each nation has it's own little variation on the language but know one and you got basic understanding of the others.
There are two forms of Dwarvish as Hel Thoram and Gul Maldir have different dialect but they are rather similar in towards each other. Both have similar writing and one fluent in one may understand brokenly the other dialect. It's not hard for those fluent in one form of dwarvish to study the other due to their similarities. Gul Maldir Dialect is called Maldiran Dwarvish and Hel Thoram is called Thoramir Dwarvish. Both were once a single language but split up during the great Dwarven Sunder.
The elven people only have a single form of dialect and, like their handwriting, their speech is flowing as well as melodic to the ear. Elven bards and minstrels are very popular in high court in that regard.
The humans of Vestien speak the Bess tongue originating in Besserad. Harshly referred as the Slaver's Tongue as the Besserad Sovereignty once held a great slaver tradition with flesh goods from Xanto, Maenora and all the way up to Kravos. Though their slaving is not has expansive as before with the outlawing of slaves in most of Kryst, the language itself tends to be looked upon with disdain by some, especially people from Maenora, Xanto and Trestan. A rather harsh sounding language with dependency on emphasis and pronunciation.Notable Species
Dragonkin are three different species of creatures rumored to be the close relatives or even spawns of dragons.
Drakes are among the most common as they are quadrupedal creature with many other breeds that come in the size of a large hound to work horse sized. Most breeds tend to enjoy warmer climates so most of them are found Berresad, Maenora, the Great Border and Trestan. They are rather aggressive creatures but skilled beast tamers manage to tame them to serve as guard animals or even mounts to expert riders. Although great mounts, they tend to prefer independence so the rider himself must also condition himself to the beast as much as the beast must be conditioned to the rider. Due to the amount of time needed to fully train beast and rider, they are often considered impractical for common use and not to mention the expense needed to feed such a beast.
Wyrms are another species of dragonkin and have several different breeds, the most known of which being the desert wyrms mostly found in the Janbu Desert. Extremely dangerous beasts, they have been the bane of caravans and travelers for many centuries. The bravest and smartest of hunters are often hired to hunt down wyrms for their hide and meat as both are a valued commodity for leather workers and royal kitchens. The desert wyrm is the only sort of wyrm that has short legs to tunnel through the sand while it's cousins, the swamp and sea wyrm are more similar to serpents. The swamp wyrm are usually found in the south west coast of Anaemora, the North East coast of the Border and around the Criss islands. Sea wyrms are reported to only be found in the Habon Sea and the largest reported had sunk down a galleon with ease though such reports are rare and legendary. Though the Sea wyrm breed is often far larger than it's two cousins with the swamp breed growing about 6 meters in length at most and the desert wyrm at 9 at the largest.
Wyverns are by far the most dangerous of all the dragonkin. They are also the only ones, aside from sea wyrms, to prefer colder climates and most breeds tend to nest at the Anoth Mountains but have also been seen on the Helfast Mountains and caused troubles for the sylphs in Aneamora. Wyverns are bipedal creatures with massive wings and possess dangerous claws and fangs. The largest wyvern ever seen was 15 meters in length from head to tail with a wingspan of 20 meters. The largest ever been told was said to be able to tear down a castle but that is only in legend. Beast tamers brave or stupid enough try their skills at taming these beasts but due to their ferocity and strength they are ill suitable for taming. There have been exception and legends and songs about brave heroes saving nations from an attacking foe upon the backs of wyverns are very popular to children and those seeking glory and adventure.
RULES & NOTES:
Keep mature themes such as sex outside the main thread. That is to be done privately.
No severe auto-hitting
No Godmodding
If you are lost and not sure what to post, don't hesitate to ask for help.
Collab on long, dialog heavy posts between two PCs (Titanpad is great for that)
If you are unsure about something, just ask, openly or otherwise.
Requests of any kind shall be asked for in private.
Suggestions are always welcomed
Keep mature themes such as sex outside the main thread. That is to be done privately.
No severe auto-hitting
No Godmodding
If you are lost and not sure what to post, don't hesitate to ask for help.
Collab on long, dialog heavy posts between two PCs (Titanpad is great for that)
If you are unsure about something, just ask, openly or otherwise.
Requests of any kind shall be asked for in private.
Suggestions are always welcomed
Character Skeleton (Customize and arrange at your leisure)
Name:
Gender:(just formality)
Age:
Race:
Appearance: (Detail Description or Picture with optional added description)
Equipment:
Skills:
Magical Abilities: (Skip if no abilities. Detailed Spell List/description which I will review and discuss with you)
Personality:
History/Bio:
Name:
Gender:(just formality)
Age:
Race:
Appearance: (Detail Description or Picture with optional added description)
Equipment:
Skills:
Magical Abilities: (Skip if no abilities. Detailed Spell List/description which I will review and discuss with you)
Personality:
History/Bio:
Therus Geth
Race: Half-Elf (Human Father)Age: 28
Appearance: 186cm tall, 95kg. His eyes are impossibly blue like sapphires. As a Half elf and still fairly young, he has barely even grown any antlers.
Starting item: Carpet sized piece of a sail.
Skills: Geth is skilled with a sword, spear, dagger and ax, able to hold his own against capable fighters outside of masters that practice their entire life. He is a capable hunter able to live off the land when it comes to the cold north and forests yet has little experience with deserts and jungles. He has exceptional language skills, able to speak accented elvish, almost fluent Thoramir dwarvish and Trade Common. He has a relative skill with leatherworking and skinning as well as some tailoring for mending clothes and even make some himself. Decent but nothing that one would sell to a nobleman. He never really fancied pistols all that much but he had used them before as they became more popular.
Magical Abilities: Geth had a latent magical ability at childhood and when a master Riftmaker in his village noticed his rift he taught him a few basics to better control it. He can conjure up a ball of flame in the palm of his hand, allowing him to use it as a torch or as a very nasty touch attack. If he concentrates he may move the ball through the air. Other than that and some cantrips, Geth can use a bit of magic to throw a concussive force of wind at an enemy that is metaphysically the size of his fist and hits an enemy as if he had punched him with all his might. He was told that he had potential with using magic but he didn't spend much time expanding them.
Personality: A rather serious man but not beyond making jokes and taking things easy. He is not one to make unnecessary risks and avoids conflict unless it's unavoidable which can be a flaw as he make take a long route.
History/Bio: Therus Geth was born to an Elven commoner mother and a wandering human knight from Tenia. They met during as a entarouge of elven traders from Kravos were in Sulstan trading their goods and his father acting as a body guard for a caravan from Tenia. The two met and after their flirtatious encounter, getting to know each other a little better, decided to share a bed for the night. Thinking that the encounter would bare nothing as it was mostly intended for some companionship during the next few days, his mother was extremely surprised to find out later that her intended temporary fun with the human warrior resulted with her heavy with a babe.
Unable to reach the knight again as they had parted long before she knew what their companionship had resulted in, she contemplated for a long time what to do. Her family always viewed childbirth as something holy, not uncommon among elves, so she made the choice of keeping the babe even though unable to reach the father.
Therus grew up among his elven family who, although did not push him away nor neglect him, did make him feel as if he wasn't exactly a matching piece in it. His family were that of traders so he traveled alot with his mother when he was old enough, going from various villages in Kravos to Sulstan and Helfast. As part of a travelling band of traders he was trained to provide for himself as it was sometimes needed and how to defend himself as long travels tended to be at risk of bandit attacks.
It was when he was at the age of 18 when he met the half-dwarf Hector Blackhammer when in a trade with dwarves in Hel Thoram. They became friends and since then they have been more or less together as traveling compatriots.
(more to be added)
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